Migrate +AI features

* Drink canteen
* Jump through window
* Use explosives
* Use wirecutters
This commit is contained in:
Asdow
2026-01-23 23:19:07 +02:00
parent 41945842d5
commit bd9cbd9944
14 changed files with 896 additions and 14 deletions
+337 -1
View File
@@ -11065,7 +11065,7 @@ static ActionType DecideActionVIPretreat(SOLDIERTYPE* pSoldier, bool logAction)
////////////////////////////////////////////////////////////////////////////
// CHANGE STANCE
////////////////////////////////////////////////////////////////////////////
ActionType DecideActionChangeStance(SOLDIERTYPE* pSoldier, UINT8 ubCanMove, ATTACKTYPE BestAttack, UINT8 ubBestAttackAction, bool logAction)
static ActionType DecideActionChangeStance(SOLDIERTYPE* pSoldier, UINT8 ubCanMove, ATTACKTYPE BestAttack, UINT8 ubBestAttackAction, bool logAction)
{
// if not in water and not already crouched, try to crouch down first
if (!gfTurnBasedAI || GetAPsToChangeStance(pSoldier, ANIM_CROUCH) <= pSoldier->bActionPoints)
@@ -11170,6 +11170,180 @@ static ActionType MoveCloserBeforeShooting(SOLDIERTYPE* pSoldier, ATTACKTYPE att
return(AI_ACTION_INVALID);
}
static ActionType DecideBlowUpObstacle(SOLDIERTYPE* pSoldier, INT32 sClosestOpponent)
{
INT8 bTNTSlot = FindTNT(pSoldier);
if ( bTNTSlot != NO_SLOT &&
pSoldier->bTeam == ENEMY_TEAM &&
IsActionAffordable(pSoldier, AI_ACTION_PLANT_BOMB) &&
pSoldier->pathing.bLevel == 0 &&
!TileIsOutOfBounds(sClosestOpponent) &&
(Chance(SoldierDifficultyLevel(pSoldier) * 10) ||
InARoom(sClosestOpponent, NULL) &&
CountFriendsInRoom(pSoldier, RoomNo(sClosestOpponent)) == 0 &&
!SameRoom(sClosestOpponent, pSoldier->sGridNo) &&
(CountCorpsesInRoom(pSoldier, RoomNo(sClosestOpponent), 0) > 0 || TeamHighPercentKilled(pSoldier->bTeam) || EstimatePathCostToLocation(pSoldier, sClosestOpponent, pSoldier->pathing.bLevel, FALSE, NULL, NULL) == 0)) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("found TNT in slot %d, check to plant bomb", bTNTSlot));
const INT8 bLevel = pSoldier->pathing.bLevel;
UINT8 ubDesiredDir = AIDirection(pSoldier->sGridNo, sClosestOpponent);
INT32 sCheckSpot;
INT32 sPathCost, sNewPathCost;
INT32 sOriginalGridNo;
UINT16 usRoom;
for ( UINT8 ubCheckDir = 0; ubCheckDir < NUM_WORLD_DIRECTIONS; ubCheckDir++ )
{
INT32 sNewSpot = NewGridNo(pSoldier->sGridNo, DirectionInc(ubCheckDir));
INT32 sNextSpot = NewGridNo(sNewSpot, DirectionInc(ubCheckDir));
if ( sNewSpot == pSoldier->sGridNo ||
sNextSpot == sNewSpot ||
gpWorldLevelData[sNewSpot].sHeight != gpWorldLevelData[pSoldier->sGridNo].sHeight ||
gpWorldLevelData[sNextSpot].sHeight != gpWorldLevelData[pSoldier->sGridNo].sHeight ||
//ubCheckDir != ubDesiredDir && ubCheckDir != gOneCDirection[ubDesiredDir] && ubCheckDir != gOneCCDirection[ubDesiredDir] ||
gubWorldMovementCosts[sNewSpot][ubCheckDir][bLevel] < TRAVELCOST_BLOCKED )
{
continue;
}
sCheckSpot = NOWHERE;
if ( (IsCuttableWireFenceAtGridNo(sNewSpot) && !IsCutWireFenceAtGridNo(sNewSpot) || gubWorldMovementCosts[sNewSpot][ubCheckDir][bLevel] == TRAVELCOST_OBSTACLE) &&
IsLocationSittable(sNextSpot, bLevel) && NewOKDestination(pSoldier, sNextSpot, TRUE, bLevel) && !Water(sNextSpot, bLevel) )
{
// found fence, jump 2 tiles
sCheckSpot = sNextSpot;
}
else if ( (gubWorldMovementCosts[sNewSpot][ubCheckDir][bLevel] == TRAVELCOST_WALL || gubWorldMovementCosts[sNewSpot][ubCheckDir][bLevel] == TRAVELCOST_DOOR) &&
IsLocationSittable(sNewSpot, bLevel) && NewOKDestination(pSoldier, sNewSpot, TRUE, bLevel) && !Water(sNewSpot, bLevel) )
{
// found wall, jump 1 tile
sCheckSpot = sNewSpot;
}
if ( !TileIsOutOfBounds(sCheckSpot) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("check if jumping to %d improves path cost", sCheckSpot));
// check if removing obstacle improves situation
sPathCost = EstimatePlotPath(pSoldier, sClosestOpponent, FALSE, FALSE, FALSE, RUNNING, pSoldier->bStealthMode, FALSE, 0);
sOriginalGridNo = pSoldier->sGridNo;
pSoldier->sGridNo = sCheckSpot;
sNewPathCost = EstimatePlotPath(pSoldier, sClosestOpponent, FALSE, FALSE, FALSE, RUNNING, pSoldier->bStealthMode, FALSE, 0);
pSoldier->sGridNo = sOriginalGridNo;
if ( sNewPathCost > 0 &&
(sPathCost == 0 ||
sPathCost > sNewPathCost && sPathCost - sNewPathCost > APBPConstants[AP_MAXIMUM] ||
InARoom(sCheckSpot, &usRoom) &&
!SameRoom(sCheckSpot, pSoldier->sGridNo) &&
CountFriendsInRoom(pSoldier, usRoom) == 0 &&
CountKnownEnemiesInRoom(pSoldier, usRoom) > 0 &&
(CountCorpsesInRoom(pSoldier, usRoom, 0) > 0 || TeamHighPercentKilled(pSoldier->bTeam))) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("blowing up fence/wall/obstacle improves path cost, plant bomb"));
RearrangePocket(pSoldier, HANDPOS, bTNTSlot, FOREVER);
pSoldier->aiData.usActionData = 0;
return AI_ACTION_PLANT_BOMB;
}
}
}
}
return AI_ACTION_INVALID;
}
static ActionType DecideJumpWindow(SOLDIERTYPE* pSoldier, INT32 sClosestOpponent)
{
if ( gGameExternalOptions.fCanJumpThroughWindows &&
!pSoldier->bBlindedCounter &&
!TileIsOutOfBounds(sClosestOpponent) &&
pSoldier->pathing.bLevel == 0 &&
pSoldier->AnimEndHeight() >= ANIM_CROUCH &&
IsActionAffordable(pSoldier, AI_ACTION_JUMP_WINDOW) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("check if we can jump through window"));
const INT8 bLevel = pSoldier->pathing.bLevel;
for ( UINT8 ubCheckDir = 0; ubCheckDir < NUM_WORLD_DIRECTIONS; ubCheckDir++ )
{
// cannot jump diagonally
if ( ubCheckDir % 2 != 0 )
{
continue;
}
INT32 sNewSpot = NewGridNo(pSoldier->sGridNo, DirectionInc(ubCheckDir));
if ( sNewSpot != pSoldier->sGridNo &&
CheckWindow(pSoldier->sGridNo, ubCheckDir, gGameExternalOptions.fCanJumpThroughClosedWindows) &&
!Water(sNewSpot, bLevel) &&
IsLocationSittable(sNewSpot, bLevel) &&
NewOKDestination(pSoldier, sNewSpot, TRUE, bLevel) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("found jumpable window at %d", sNewSpot));
// check if jumping improves situation
INT32 sPathCost = EstimatePlotPath(pSoldier, sClosestOpponent, FALSE, FALSE, FALSE, RUNNING, pSoldier->bStealthMode, FALSE, 0);
INT32 sOriginalGridNo = pSoldier->sGridNo;
pSoldier->sGridNo = sNewSpot;
INT32 sNewPathCost = EstimatePlotPath(pSoldier, sClosestOpponent, FALSE, FALSE, FALSE, RUNNING, pSoldier->bStealthMode, FALSE, 0);
pSoldier->sGridNo = sOriginalGridNo;
if ( sNewPathCost > 0 && (sPathCost == 0 || sPathCost > sNewPathCost && sPathCost - sNewPathCost > APBPConstants[AP_MAXIMUM] || SameRoom(sClosestOpponent, sNewSpot)) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("jumping improves path cost"));
if ( gfTurnBasedAI && pSoldier->bActionPoints < pSoldier->bInitialActionPoints )
{
if ( pSoldier->ubDirection != ubCheckDir &&
pSoldier->InternalIsValidStance(ubCheckDir, gAnimControl[pSoldier->usAnimState].ubEndHeight) &&
pSoldier->bActionPoints >= GetAPsToLook(pSoldier) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("turn to window, end turn before jumping"));
pSoldier->aiData.usActionData = ubCheckDir;
pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
pSoldier->aiData.usNextActionData = 0;
return AI_ACTION_CHANGE_FACING;
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("already facing window, end turn before jumping"));
pSoldier->aiData.usActionData = 0;
return AI_ACTION_END_TURN;
}
}
if ( pSoldier->ubDirection == ubCheckDir )
{
pSoldier->aiData.usActionData = 0;
return AI_ACTION_JUMP_WINDOW;
}
else if ( pSoldier->InternalIsValidStance(ubCheckDir, gAnimControl[pSoldier->usAnimState].ubEndHeight) &&
pSoldier->bActionPoints >= GetAPsToJumpThroughWindows(pSoldier, FALSE) + GetAPsToLook(pSoldier) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("turn before jumping"));
pSoldier->aiData.usActionData = ubCheckDir;
pSoldier->aiData.bNextAction = AI_ACTION_JUMP_WINDOW;
pSoldier->aiData.usNextActionData = 0;
return AI_ACTION_CHANGE_FACING;
}
}
}
}
}
return AI_ACTION_INVALID;
}
//-----------------------------------------------------------------
// Boxer AI decision routines
//-----------------------------------------------------------------
@@ -20533,6 +20707,7 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
INT8 bOpponentLevel;
INT32 distanceToOpponent;
INT32 sClosestOpponent = ClosestKnownOpponent(pSoldier, &sOpponentGridNo, &bOpponentLevel, NULL, &distanceToOpponent);
INT32 sClosestSeenOpponent = ClosestSeenOpponent(pSoldier, NULL, NULL);
DebugAI(AI_MSG_INFO, pSoldier, String("sClosestOpponent %d", sClosestOpponent));
@@ -20623,6 +20798,25 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
pSoldier->aiData.bAIMorale = CalcMorale(pSoldier);
////////////////////////////////////////////////////////////////////////
// DRINK IF LOW IN BREATH
////////////////////////////////////////////////////////////////////////
DebugAI(AI_MSG_TOPIC, pSoldier, String("[drink if low on breath]"));
if (
!bInWater &&
!fDangerousSpot &&
pSoldier->bBreath < OKBREATH &&
pSoldier->CheckInitialAP() &&
Chance(30 - 10 * pSoldier->aiData.bUnderFire) &&
IsActionAffordable(pSoldier, AI_ACTION_DRINK_CANTEEN) &&
FindCanteen(pSoldier) != NO_SLOT )
{
DebugAI(AI_MSG_INFO, pSoldier, String("drink from canteen"));
return AI_ACTION_DRINK_CANTEEN;
}
////////////////////////////////////////////////////////////////////////////
// IF GASSED, OR REALLY TIRED (ON THE VERGE OF COLLAPSING), TRY TO RUN AWAY
////////////////////////////////////////////////////////////////////////////
@@ -20826,6 +21020,148 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
}
}
////////////////////////////////////////////////////////////////////////////
// USE EXPLOSIVES
////////////////////////////////////////////////////////////////////////////
INT8 bTNTSlot = FindTNT(pSoldier);
if ( bTNTSlot != NO_SLOT &&
(pSoldier->CheckInitialAP() || gfTurnBasedAI) &&
IsActionAffordable(pSoldier, AI_ACTION_PLANT_BOMB) &&
!pSoldier->aiData.bUnderFire &&
//(pSoldier->aiData.bOrders == SEEKENEMY || pSoldier->RushAttackActive()) &&
pSoldier->aiData.bOrders == SEEKENEMY &&
!TileIsOutOfBounds(sClosestSeenOpponent) &&
PythSpacesAway(pSoldier->sGridNo, sClosestSeenOpponent) > TACTICAL_RANGE_HALF &&
CountKnownEnemies(pSoldier, pSoldier->sGridNo, 2) > 0 &&
(Chance(SoldierDifficultyLevel(pSoldier) * 10) || InARoom(pSoldier->sGridNo, nullptr) && CountKnownEnemies(pSoldier, pSoldier->sGridNo, 2) > 0) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("found TNT in slot %d, plant bomb", bTNTSlot));
RearrangePocket(pSoldier, HANDPOS, bTNTSlot, FOREVER);
pSoldier->aiData.usActionData = 0;
return AI_ACTION_PLANT_BOMB;
}
if ( pSoldier->bTeam == ENEMY_TEAM &&
!pSoldier->bBlindedCounter &&
(pSoldier->CheckInitialAP() || gfTurnBasedAI) &&
!pSoldier->aiData.bUnderFire &&
pSoldier->aiData.bAIMorale >= MORALE_CONFIDENT &&
//(pSoldier->aiData.bOrders == SEEKENEMY || pSoldier->RushAttackActive()) &&
pSoldier->aiData.bOrders == SEEKENEMY &&
!TileIsOutOfBounds(sClosestOpponent) &&
(Chance(SoldierDifficultyLevel(pSoldier) * 10) ||
InARoom(sClosestOpponent, nullptr) &&
CountFriendsInRoom(pSoldier, RoomNo(sClosestOpponent)) == 0 &&
!SameRoom(sClosestOpponent, pSoldier->sGridNo) &&
(CountCorpsesInRoom(pSoldier, RoomNo(sClosestOpponent), 0) > 0 || TeamHighPercentKilled(pSoldier->bTeam) || EstimatePathCostToLocation(pSoldier, sClosestOpponent, pSoldier->pathing.bLevel, FALSE, NULL, NULL) == 0)) )
{
decision = DecideBlowUpObstacle(pSoldier, sClosestOpponent);
if ( decision != AI_ACTION_INVALID )
{
return decision;
}
}
////////////////////////////////////////////////////////////////////////////
// CUT A FENCE WITH WIRECUTTERS
////////////////////////////////////////////////////////////////////////////
INT8 bWirecutterSlot = FindWirecutters(pSoldier);
if (
(pSoldier->CheckInitialAP() || gfTurnBasedAI) &&
!pSoldier->aiData.bUnderFire &&
bWirecutterSlot != NO_SLOT &&
pSoldier->pathing.bLevel == 0 &&
pSoldier->aiData.bAIMorale >= MORALE_CONFIDENT &&
//(pSoldier->aiData.bOrders == SEEKENEMY || pSoldier->RushAttackActive()) &&
pSoldier->aiData.bOrders == SEEKENEMY &&
!TileIsOutOfBounds(sClosestOpponent) &&
Chance(SoldierDifficultyLevel(pSoldier) * 20) &&
pSoldier->bActionPoints >= GetAPsToCutFence(pSoldier) + GetAPsToLook(pSoldier) &&
FindFenceAroundSpot(pSoldier->sGridNo) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("found wire cutter, check if we can find fence to cut"));
UINT8 ubDesiredDir = AIDirection(pSoldier->sGridNo, sClosestOpponent);
INT32 sNewSpot;
INT32 sNextSpot;
INT32 sPathCost, sNewPathCost;
INT32 sOriginalGridNo;
for ( UINT8 ubCheckDir = 0; ubCheckDir < NUM_WORLD_DIRECTIONS; ubCheckDir++ )
{
// cannot cut fence diagonally, check desired dir
if ( ubCheckDir % 2 != 0 ||
ubCheckDir != ubDesiredDir &&
ubCheckDir != gOneCDirection[ubDesiredDir] &&
ubCheckDir != gOneCCDirection[ubDesiredDir] )
{
continue;
}
sNewSpot = NewGridNo(pSoldier->sGridNo, DirectionInc(ubCheckDir));
sNextSpot = NewGridNo(sNewSpot, DirectionInc(ubCheckDir));
if ( sNewSpot != pSoldier->sGridNo &&
sNextSpot != sNewSpot &&
!Water(sNewSpot, pSoldier->pathing.bLevel) &&
!Water(sNextSpot, pSoldier->pathing.bLevel) &&
IsCuttableWireFenceAtGridNo(sNewSpot) &&
!IsCutWireFenceAtGridNo(sNewSpot) &&
IsLocationSittable(sNextSpot, pSoldier->pathing.bLevel) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("found cuttable fence at %d", sNewSpot));
// check if cutting the fence improves situation
sPathCost = EstimatePlotPath(pSoldier, sClosestOpponent, FALSE, FALSE, FALSE, RUNNING, pSoldier->bStealthMode, FALSE, 0);
sOriginalGridNo = pSoldier->sGridNo;
pSoldier->sGridNo = sNewSpot;
sNewPathCost = EstimatePlotPath(pSoldier, sClosestOpponent, FALSE, FALSE, FALSE, RUNNING, pSoldier->bStealthMode, FALSE, 0);
pSoldier->sGridNo = sOriginalGridNo;
if ( sNewPathCost > 0 && (sPathCost == 0 || sPathCost > sNewPathCost && sPathCost - sNewPathCost > APBPConstants[AP_MAXIMUM]) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("cutting fence improves path cost, use wire cutter"));
if ( pSoldier->ubDirection == ubCheckDir )
{
RearrangePocket(pSoldier, HANDPOS, bWirecutterSlot, FOREVER);
pSoldier->aiData.usActionData = sNewSpot;
return AI_ACTION_HANDLE_ITEM;
}
else if ( pSoldier->InternalIsValidStance(ubCheckDir, gAnimControl[pSoldier->usAnimState].ubEndHeight) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("turn before cutting fence"));
RearrangePocket(pSoldier, HANDPOS, bWirecutterSlot, FOREVER);
pSoldier->aiData.usActionData = ubCheckDir;
pSoldier->aiData.bNextAction = AI_ACTION_HANDLE_ITEM;
pSoldier->aiData.usNextActionData = sNewSpot;
return AI_ACTION_CHANGE_FACING;
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////
// JUMP THROUGH WINDOW
////////////////////////////////////////////////////////////////////////////
DebugAI(AI_MSG_TOPIC, pSoldier, String("[try to jump into window]"));
if ( (pSoldier->CheckInitialAP() || gfTurnBasedAI) &&
!pSoldier->aiData.bUnderFire &&
pSoldier->aiData.bAIMorale >= MORALE_CONFIDENT &&
pSoldier->aiData.bOrders == SEEKENEMY &&
!TileIsOutOfBounds(sClosestOpponent) )
{
decision = DecideJumpWindow(pSoldier, sClosestOpponent);
if ( decision != AI_ACTION_INVALID )
return decision;
}
////////////////////////////////////////////////////////////////////////////
// THROW A SMOKE GRENADE FOR COVER
////////////////////////////////////////////////////////////////////////////